Abishai, White (CR 5)
AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Hit Dice: 4d8+8 (26 hp); DR: 5/good
Fort +6, Ref +6, Will +5
Speed: 30 ft., fly 40 ft. (poor)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +5
Attack: Tail +5 melee, 2 claws +3 melee, bite +3 melee
Full Attack: Tail +5 melee, 2 claws +3 melee, bite +3 melee
Damage: Tail 1d6+1 and sting (+1d6 cold), claw 1d4, bite 1d6
Special Attacks/Actions: Spell-like abilities, summon baatezu
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 12
Special Qualities: abishai qualities, regeneration 4, SR 11, Acid and cold resistance 10
Feats: Multiattack; Persuasive
Skills: Bluff +10, Concentration +9, Diplomacy +3, Disguise +8, Escape Artist +9, Intimidate +12, Listen +8, Search +7, and Spot +8
Advancement: 5-6 HD (Medium-size)
Climate/Terrain: Any land and underground
Organization: Solitary, flight (2), or wail (3-12)
Spell-Like Abilities (Sp): At will: animate dead, change self, charm person, command, desecrate, detect alignment, major image, suggestion, and scare. These powers function as the spells of the same name cast by a 4th-level sorcerer.
Summon Baatezu (Sp): Once per day an abishai can attempt to summon 2d6 lemures with a 50% chance of success, or another abishai of a random color with a 20% chance of success.
Immunities (Ex): Abishais are immune to fire and poison.
Resistances (Ex): Abishais have cold and acid resistance 20.
Regeneration (Ex): Holy water, holy weapons, and blessed weapons inflict lethal damage on an abishai. All other damage regenerates at the rate of 4 points per round.
See in Darkness (Su): Abishais can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Abishais can communicate telepathically with any creature within 100 feet that has a language.
Vulnerability to Holy Water (Ex): Abishais take 2d4 damage from a flask of holy water, or 1 point of damage from a splash of holy water.
A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).